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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.68 by elmex, Mon Oct 6 08:46:33 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
140 135
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 137 return;
143 138
144 /* OK, we made a fork */ 139 /* OK, we made a fork */
145 new_bolt = object::create (); 140 new_bolt = tmp->clone ();
146 tmp->copy_to (new_bolt);
147 141
148 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
154 new_bolt->duration++; 148 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 152 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168
169void 161void
170move_bolt (object *op) 162move_bolt (object *op)
171{ 163{
172 object *tmp;
173 int mflags; 164 int mflags;
174 sint16 x, y; 165 sint16 x, y;
175 maptile *m; 166 maptile *m;
176 167
177 if (--(op->duration) < 0) 168 if (--op->duration < 0)
178 { 169 {
179 op->destroy (); 170 op->drop_and_destroy ();
180 return; 171 return;
181 } 172 }
182 173
183 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
184 175
185 if (!op->direction) 176 if (!op->direction)
186 return; 177 return;
187 178
188 if (--op->range < 0) 179 if (--op->range < 0)
189 {
190 op->range = 0; 180 op->range = 0;
191 }
192 else 181 else
193 { 182 {
194 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
195 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
196 m = op->map; 185 m = op->map;
204 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
205 * will be useful. 194 * will be useful.
206 */ 195 */
207 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
208 { 197 {
209
210 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
211 return; 199 return;
212 200
213 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
214 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
244 else if (left) 232 else if (left)
245 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
246 else if (right) 234 else if (right)
247 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
248 } 236 }
237
249 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
250 return; 239 return;
251 } 240 }
252 else 241 else
253 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
254 tmp = object::create (); 243 object *tmp = op->clone ();
255 op->copy_to (tmp); 244
245 m->insert (tmp, x, y, op);
256 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
257 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
258 tmp = insert_ob_in_map (tmp, op->map, op, 0);
259 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
260 tmp->duration++; 248 tmp->duration++;
261 249
262 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
263 * going off in other directions. 251 * going off in other directions.
264 */ 252 */
265
266 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
267 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
268 forklightning (op, tmp); 255
269 }
270 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
271 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
272 */ 258 */
273 op->range = 0; 259 op->range = 0;
274 } /* copy object and move it along */ 260 } /* copy object and move it along */
281 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
282 * spob->attacktype. 268 * spob->attacktype.
283 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
284 * pointers. 270 * pointers.
285 */ 271 */
286
287int 272int
288fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
289{ 274{
290 object *tmp = NULL; 275 object *tmp = NULL;
291 int mflags; 276 int mflags;
298 return 0; 283 return 0;
299 284
300 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
301 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
302 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
303 if (spob->slaying) 289 if (spob->slaying)
304 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
305 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
306 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
307 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
308 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
309 296
310 tmp->direction = dir; 297 tmp->direction = dir;
311 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
312 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
313 300
314 set_owner (tmp, op); 301 tmp->set_owner (op);
315 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
316 303
317 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
318 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
319 tmp->map = op->map; 306 tmp->map = op->map;
320 307
308 maptile *newmap;
321 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
322 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
323 { 311 {
324 tmp->destroy (); 312 tmp->drop_and_destroy ();
325 return 0; 313 return 0;
326 } 314 }
327 315
316 tmp->map = newmap;
317
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 319 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 321 {
332 tmp->destroy (); 322 tmp->drop_and_destroy ();
333 return 0; 323 return 0;
334 } 324 }
335 325
336 tmp->x = op->x; 326 tmp->x = op->x;
337 tmp->y = op->y; 327 tmp->y = op->y;
338 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
339 tmp->map = op->map; 329 tmp->map = op->map;
340 } 330 }
341 331
342 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
343 move_bolt (tmp); 333 move_bolt (tmp);
344 334
345 return 1; 335 return 1;
346} 336}
347
348
349 337
350/*************************************************************************** 338/***************************************************************************
351 * 339 *
352 * BULLET/BALL CODE 340 * BULLET/BALL CODE
353 * 341 *
354 ***************************************************************************/ 342 ***************************************************************************/
355 343
356/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
357 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
358 * At least that is what I think this does. 346 * At least that is what I think this does.
359 */ 347 */
360void 348void
361explosion (object *op) 349explosion (object *op)
362{ 350{
363 object *tmp;
364 maptile *m = op->map; 351 maptile *m = op->map;
365 int i; 352 int i;
366 353
367 if (--(op->duration) < 0) 354 if (--op->duration < 0)
368 { 355 {
369 op->destroy (); 356 op->destroy ();
370 return; 357 return;
371 } 358 }
372 359
378 { 365 {
379 sint16 dx, dy; 366 sint16 dx, dy;
380 367
381 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
382 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
383 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
384 * out of map, etc. 372 * out of map, etc.
385 */ 373 */
386 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
387 { 375 {
388 tmp = object::create (); 376 object *tmp = op->clone ();
389 op->copy_to (tmp); 377
390 tmp->state = 0; 378 tmp->state = 0;
391 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
392 tmp->range--; 380 tmp->range--;
393 tmp->value = 0; 381 tmp->value = 0;
394 tmp->x = dx; 382
395 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 384 }
398 } 385 }
399 } 386 }
400} 387}
401
402 388
403/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
405 * explode. 391 * explode.
406 */ 392 */
407void 393void
408explode_bullet (object *op) 394explode_bullet (object *op)
409{ 395{
410 object *tmp, *owner; 396 object *tmp, *owner;
411 397
412 if (op->other_arch == NULL) 398 if (!op->other_arch)
413 { 399 {
414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
415 op->destroy (); 401 op->destroy ();
416 return; 402 return;
417 } 403 }
418 404
419 if (op->env) 405 if (op->env)
420 { 406 {
421 object *env; 407 object *env = op->outer_env ();
422 408
423 env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
425 { 410 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 412 op->destroy ();
428 return; 413 return;
429 } 414 }
430 415
431 op->remove (); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 417 }
436 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
437 { 419 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 421 op->destroy ();
450 } 432 }
451 433
452 if (op->attacktype) 434 if (op->attacktype)
453 { 435 {
454 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
455 if (op->destroyed ()) 438 if (op->destroyed ())
456 return; 439 return;
457 } 440 }
458 441
459 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
461 444
462 copy_owner (tmp, op); 445 tmp->set_owner (op);
463 tmp->skill = op->skill; 446 tmp->skill = op->skill;
464 447
465 owner = get_owner (op); 448 owner = op->owner;
466 449
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
468 { 454 {
469 op->destroy (); 455 op->destroy ();
470 return; 456 return;
471 } 457 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 458
476 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 461 {
479 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
483 } 466 }
484 else 467 else
485 { 468 {
486 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
488 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
501 485
502 /* Prevent recursion */ 486 /* Prevent recursion */
503 op->move_on = 0; 487 op->move_on = 0;
504 488
505 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
506 /* remove the firebullet */ 492 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 493 op->destroy ();
510 }
511} 494}
512
513
514 495
515/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
517 */ 498 */
518
519void 499void
520check_bullet (object *op) 500check_bullet (object *op)
521{ 501{
522 object *tmp; 502 object *tmp;
523 int dam, mflags; 503 int dam, mflags;
538 518
539 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
540 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
541 return; 521 return;
542 522
543 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
544 { 524 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 526 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 { 531 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
551 { 533 {
552 op->destroy (); 534 op->destroy ();
555 } 537 }
556 } 538 }
557 } 539 }
558} 540}
559 541
560
561/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
562 * call check_bullet. 543 * call check_bullet.
563 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
564 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
565 */ 546 */
566
567void 547void
568move_bullet (object *op) 548move_bullet (object *op)
569{ 549{
570 sint16 new_x, new_y; 550 sint16 new_x, new_y;
571 int mflags; 551 int mflags;
614 op->destroy (); 594 op->destroy ();
615 595
616 return; 596 return;
617 } 597 }
618 598
619 op->remove (); 599 if (!(op = m->insert (op, new_x, new_y, op)))
620 op->x = new_x;
621 op->y = new_y;
622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
623 return; 600 return;
624 601
625 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
626 { 603 {
627 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
628 update_turn_face (op); 605 update_turn_face (op);
629 } 606 }
630 else 607 else
631 {
632 check_bullet (op); 608 check_bullet (op);
633 }
634} 609}
635
636
637
638 610
639/* fire_bullet 611/* fire_bullet
640 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
641 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
642 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
643 * spob->attacktype. 615 * spob->attacktype.
644 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
645 * pointers. 617 * pointers.
646 */ 618 */
647
648int 619int
649fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
650{ 621{
651 object *tmp = NULL; 622 object *tmp = NULL;
652 int mflags; 623 int mflags;
653 624
654 if (!spob->other_arch) 625 if (!spob->other_arch)
655 return 0; 626 return 0;
656 627
657 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
658 if (tmp == NULL) 629 if (!tmp)
659 return 0; 630 return 0;
660 631
661 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
662 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
663 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
664 if (spob->slaying) 635 if (spob->slaying)
665 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
666 637
673 644
674 tmp->direction = dir; 645 tmp->direction = dir;
675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
676 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
677 648
678 set_owner (tmp, op); 649 tmp->set_owner (op);
679 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
680 651
681 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
682 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
683 tmp->map = op->map; 654 tmp->map = op->map;
684 655
656 maptile *newmap;
685 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
686 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
687 { 659 {
688 tmp->destroy (); 660 tmp->destroy ();
689 return 0; 661 return 0;
690 } 662 }
663
664 tmp->map = newmap;
691 665
692 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
693 { 667 {
694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
695 { 669 {
701 tmp->y = op->y; 675 tmp->y = op->y;
702 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
703 tmp->map = op->map; 677 tmp->map = op->map;
704 } 678 }
705 679
706 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 680 if ((tmp = tmp->insert_at (tmp, op)))
707 check_bullet (tmp); 681 check_bullet (tmp);
708 682
709 return 1; 683 return 1;
710} 684}
711
712
713
714 685
715/***************************************************************************** 686/*****************************************************************************
716 * 687 *
717 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
718 * 689 *
719 *****************************************************************************/ 690 *****************************************************************************/
720 691
721
722/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
723void 693void
724cone_drop (object *op) 694cone_drop (object *op)
725{ 695{
726 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
727 697
728 new_ob->x = op->x;
729 new_ob->y = op->y;
730 new_ob->level = op->level; 698 new_ob->level = op->level;
731 set_owner (new_ob, op->owner); 699 new_ob->set_owner (op->owner);
732 700
733 /* preserve skill ownership */ 701 /* preserve skill ownership */
734 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
735 {
736 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
737 }
738 insert_ob_in_map (new_ob, op->map, op, 0);
739 704
705 new_ob->insert_at (op, op);
740} 706}
741 707
742/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
743 709
744void 710void
745move_cone (object *op) 711move_cone (object *op)
746{ 712{
747 int i;
748
749 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
750 if (!op->map) 714 if (!op->map)
751 { 715 {
752 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
753 op->speed = 0; 717 op->set_speed (0);
754 update_ob_speed (op);
755 return; 718 return;
756 } 719 }
757 720
758 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
759 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
765#if 0 728#if 0
766 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
767 * when their cone dies when they die. 730 * when their cone dies when they die.
768 */ 731 */
769 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
770 if (get_owner (op) == NULL) 733 if (op->owner == NULL)
771 { 734 {
772 op->destroy (); 735 op->destroy ();
773 return; 736 return;
774 } 737 }
775#endif 738#endif
776 739
777 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
778 744
779 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
780 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
781 * degree. 747 * degree.
782 */ 748 */
783 if (op->weight) 749 if (op->weight)
750 {
784 check_spell_knockback (op); 751 check_spell_knockback (op);
785 752
786 if (op->destroyed ()) 753 if (!op->is_on_map ())
787 return; 754 return;
755 }
788 756
789 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
790 { 758 {
791 op->destroy (); 759 op->destroy ();
792 return; 760 return;
793 } 761 }
794 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
799 { 767 {
800 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
801 return; 769 return;
802 } 770 }
803 771
804 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
805 { 773 {
806 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
807 775
808 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
809 { 777 {
810 object *tmp = object::create (); 778 object *tmp = op->clone ();
811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815 779
816 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
817 781
818 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
819 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
820 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
821 if (tmp->other_arch) 787 if (tmp->other_arch)
822 cone_drop (tmp); 788 cone_drop (tmp);
823 } 789 }
824 } 790 }
825} 791}
858 824
859 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
860 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
861 * insert it into is blocked. 827 * insert it into is blocked.
862 */ 828 */
863 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
864 830
865 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
866 { 832 {
867 sint16 x, y, d; 833 sint16 x, y, d;
868 834
901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
902 continue; 868 continue;
903 869
904 success = 1; 870 success = 1;
905 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
906 set_owner (tmp, op); 872 tmp->set_owner (op);
907 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
908 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
909 tmp->x = sx;
910 tmp->y = sy;
911 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
912 876
913 /* holy word stuff */ 877 /* holy word stuff */
914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
915 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
949 else 913 else
950 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
951 } 915 }
952 916
953 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
954 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
955 919
956 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
957 {
958 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
959 }
960 922
961 insert_ob_in_map (tmp, m, op, 0); 923 m->insert (tmp, sx, sy, op);
962 924
963 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
964 * a single space too many times. 926 * a single space too many times.
965 */ 927 */
966 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
976 * 938 *
977 * BOMB related code 939 * BOMB related code
978 * 940 *
979 ****************************************************************************/ 941 ****************************************************************************/
980 942
981
982/* This handles an exploding bomb. 943/* This handles an exploding bomb.
983 * op is the original bomb object. 944 * op is the original bomb object.
984 */ 945 */
985void 946void
986animate_bomb (object *op) 947animate_bomb (object *op)
987{ 948{
988 int i;
989 object *env, *tmp;
990 archetype *at;
991
992 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
993 return; 950 return;
994 951
995 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
996 953
997 if (op->env) 954 if (op->env)
998 { 955 {
999 if (env->map == NULL) 956 if (env->map == NULL)
1000 return; 957 return;
1001 958
1002 if (env->type == PLAYER) 959 if (!(op = op->insert_at (env, op)))
1003 esrv_del_item (env->contr, op->count);
1004
1005 op->remove ();
1006 op->x = env->x;
1007 op->y = env->y;
1008 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1009 return; 960 return;
1010 } 961 }
1011 962
1012 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1013 // on a safe map. I don't like this special casing, but it seems to be neccessary 964 // on a safe map. I don't like this special casing, but it seems to be neccessary
1020 971
1021 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
1022 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
1023 * so just set up the appropriate values. 974 * so just set up the appropriate values.
1024 */ 975 */
1025 at = archetype::find (SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
1026 if (at)
1027 { 977 {
1028 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
1029 { 979 {
1030 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1031 continue; 981 continue;
982
1032 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
1033 tmp->direction = i; 984 tmp->direction = i;
1034 tmp->range = op->range; 985 tmp->range = op->range;
1035 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
1036 tmp->duration = op->duration; 987 tmp->duration = op->duration;
1037 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1038 copy_owner (tmp, op); 989 tmp->set_owner (op);
1039 if (op->skill && op->skill != tmp->skill) 990 if (op->skill && op->skill != tmp->skill)
1040 {
1041 tmp->skill = op->skill; 991 tmp->skill = op->skill;
1042 } 992
1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1044 SET_ANIMATION (tmp, i); 994 SET_ANIMATION (tmp, i);
1045 tmp->x = op->x + freearr_x[i]; 995
1046 tmp->y = op->y + freearr_x[i]; 996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1047 insert_ob_in_map (tmp, op->map, op, 0);
1048 move_bullet (tmp); 997 move_bullet (tmp);
1049 } 998 }
1050 } 999 }
1051 1000
1052 explode_bullet (op); 1001 explode_bullet (op);
1053} 1002}
1054 1003
1055int 1004int
1056create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1057{ 1006{
1058
1059 object *tmp; 1007 object *tmp;
1060 int mflags; 1008 int mflags;
1061 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1062 maptile *m; 1010 maptile *m;
1063 1011
1065 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1066 { 1014 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1068 return 0; 1016 return 0;
1069 } 1017 }
1018
1070 tmp = arch_to_object (spell->other_arch); 1019 tmp = arch_to_object (spell->other_arch);
1071 1020
1072 /* level dependencies for bomb */ 1021 /* level dependencies for bomb */
1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1074 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1024 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1076 tmp->attacktype = spell->attacktype; 1025 tmp->attacktype = spell->attacktype;
1077 1026
1078 set_owner (tmp, op); 1027 tmp->set_owner (op);
1079 set_spell_skill (op, caster, spell, tmp); 1028 set_spell_skill (op, caster, spell, tmp);
1080 tmp->x = dx; 1029
1081 tmp->y = dy; 1030 m->insert (tmp, dx, dy, op);
1082 insert_ob_in_map (tmp, m, op, 0);
1083 return 1; 1031 return 1;
1084} 1032}
1085 1033
1086/**************************************************************************** 1034/****************************************************************************
1087 * 1035 *
1096 * dir is the direction to look in. 1044 * dir is the direction to look in.
1097 * range is how far out to look. 1045 * range is how far out to look.
1098 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1046 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1099 * this info is used for blocked magic/unholy spaces. 1047 * this info is used for blocked magic/unholy spaces.
1100 */ 1048 */
1101
1102object * 1049object *
1103get_pointed_target (object *op, int dir, int range, int type) 1050get_pointed_target (object *op, int dir, int range, int type)
1104{ 1051{
1105 object *target; 1052 object *target;
1106 sint16 x, y; 1053 sint16 x, y;
1125 return NULL; 1072 return NULL;
1126 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1073 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1127 return NULL; 1074 return NULL;
1128 1075
1129 if (mflags & P_IS_ALIVE) 1076 if (mflags & P_IS_ALIVE)
1130 {
1131 for (target = get_map_ob (mp, x, y); target; target = target->above) 1077 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1132 { 1078 if (QUERY_FLAG (target, FLAG_MONSTER))
1133 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1134 {
1135 return target; 1079 return target;
1136 }
1137 }
1138 }
1139 } 1080 }
1081
1140 return NULL; 1082 return NULL;
1141} 1083}
1142
1143 1084
1144/* cast_smite_arch() - the priest points to a creature and causes 1085/* cast_smite_arch() - the priest points to a creature and causes
1145 * a 'godly curse' to decend. 1086 * a 'godly curse' to decend.
1146 * usual params - 1087 * usual params -
1147 * op = player 1088 * op = player
1148 * caster = object casting the spell. 1089 * caster = object casting the spell.
1149 * dir = direction being cast 1090 * dir = direction being cast
1150 * spell = spell object 1091 * spell = spell object
1151 */ 1092 */
1152
1153int 1093int
1154cast_smite_spell (object *op, object *caster, int dir, object *spell) 1094cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{ 1095{
1156 object *effect, *target; 1096 object *effect, *target;
1157 object *god = find_god (determine_god (op)); 1097 object *god = find_god (determine_god (op));
1181 effect = arch_to_object (spell->other_arch); 1121 effect = arch_to_object (spell->other_arch);
1182 else 1122 else
1183 return 0; 1123 return 0;
1184 1124
1185 /* tailor the effect by priest level and worshipped God */ 1125 /* tailor the effect by priest level and worshipped God */
1186 effect->level = caster_level (caster, spell); 1126 effect->level = casting_level (caster, spell);
1187 effect->attacktype = spell->attacktype; 1127 effect->attacktype = spell->attacktype;
1188 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1189 { 1129 {
1190 if (tailor_god_spell (effect, op)) 1130 if (tailor_god_spell (effect, op))
1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1203 if (effect->attacktype & AT_DEATH) 1143 if (effect->attacktype & AT_DEATH)
1204 { 1144 {
1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1145 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1206 1146
1207 /* casting death spells at undead isn't a good thing */ 1147 /* casting death spells at undead isn't a good thing */
1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD) 1148 if (QUERY_FLAG (target, FLAG_UNDEAD))
1210 { 1149 {
1211 if (random_roll (0, 2, op, PREFER_LOW)) 1150 if (random_roll (0, 2, op, PREFER_LOW))
1212 { 1151 {
1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1214 effect->x = op->x; 1153 effect->x = op->x;
1227 { 1166 {
1228 /* how much woe to inflict :) */ 1167 /* how much woe to inflict :) */
1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1168 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 } 1169 }
1231 1170
1232 set_owner (effect, op); 1171 effect->set_owner (op);
1233 set_spell_skill (op, caster, spell, effect); 1172 set_spell_skill (op, caster, spell, effect);
1234 1173
1235 /* ok, tell it where to be, and insert! */ 1174 /* ok, tell it where to be, and insert! */
1236 effect->x = target->x; 1175 effect->insert_at (target, op);
1237 effect->y = target->y;
1238 insert_ob_in_map (effect, target->map, op, 0);
1239 1176
1240 return 1; 1177 return 1;
1241} 1178}
1242
1243 1179
1244/**************************************************************************** 1180/****************************************************************************
1245 * 1181 *
1246 * MAGIC MISSILE code. 1182 * MAGIC MISSILE code.
1247 * note that the fire_bullet is used to fire the missile. The 1183 * note that the fire_bullet is used to fire the missile. The
1250 1186
1251/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1252void 1188void
1253move_missile (object *op) 1189move_missile (object *op)
1254{ 1190{
1255 int i, mflags;
1256 object *owner;
1257 sint16 new_x, new_y;
1258 maptile *m;
1259
1260 if (op->range-- <= 0) 1191 if (op->range-- <= 0)
1261 { 1192 {
1193 op->drop_and_destroy ();
1194 return;
1195 }
1196
1197 mapxy pos (op);
1198 pos.move (op->direction);
1199
1200 if (!pos.normalise ())
1201 {
1262 op->destroy (); 1202 op->destroy ();
1263 return; 1203 return;
1264 } 1204 }
1265 1205
1266 owner = get_owner (op); 1206 mapspace &ms = pos.ms ();
1267#if 0
1268 /* It'd make things nastier if this wasn't here - spells cast by
1269 * monster that are then killed would continue to survive
1270 */
1271 if (owner == NULL)
1272 {
1273 op->destroy ();
1274 return;
1275 }
1276#endif
1277 1207
1278 new_x = op->x + DIRX (op); 1208 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1279 new_y = op->y + DIRY (op);
1280
1281 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1282
1283 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1284 { 1209 {
1285 hit_map (op, op->direction, AT_MAGIC, 1); 1210 hit_map (op, op->direction, AT_MAGIC, 1);
1286 /* Basically, missile only hits one thing then goes away. 1211 /* Basically, missile only hits one thing then goes away.
1287 * we need to remove it if someone hasn't already done so. 1212 * we need to remove it if someone hasn't already done so.
1288 */ 1213 */
1289 if (!op->destroyed ())
1290 op->destroy ();
1291
1292 return;
1293 }
1294
1295 op->remove ();
1296
1297 if (!op->direction || (mflags & P_OUT_OF_MAP))
1298 {
1299 op->destroy (); 1214 op->destroy ();
1300 return; 1215 return;
1301 } 1216 }
1302 1217
1303 op->x = new_x; 1218 if (!op->direction)
1304 op->y = new_y; 1219 {
1305 op->map = m; 1220 op->destroy ();
1306 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1221 return;
1222 }
1223
1224 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1307 if (i > 0 && i != op->direction) 1225 if (i > 0 && i != op->direction)
1308 { 1226 {
1309 op->direction = i; 1227 op->direction = i;
1310 SET_ANIMATION (op, op->direction); 1228 SET_ANIMATION (op, op->direction);
1311 } 1229 }
1312 1230
1313 insert_ob_in_map (op, op->map, op, 0); 1231 pos.insert (op, op);
1314} 1232}
1315 1233
1316/**************************************************************************** 1234/****************************************************************************
1317 * Destruction 1235 * Destruction
1318 ****************************************************************************/ 1236 ****************************************************************************/
1321 * we do this by creating a force and inserting it in the 1239 * we do this by creating a force and inserting it in the
1322 * object. if time is 0, the object glows permanently. To truely 1240 * object. if time is 0, the object glows permanently. To truely
1323 * make this work for non-living objects, we would have to 1241 * make this work for non-living objects, we would have to
1324 * give them the capability to have an inventory. b.t. 1242 * give them the capability to have an inventory. b.t.
1325 */ 1243 */
1326
1327int 1244int
1328make_object_glow (object *op, int radius, int time) 1245make_object_glow (object *op, int radius, int time)
1329{ 1246{
1330 object *tmp;
1331
1332 /* some things are unaffected... */ 1247 /* some things are unaffected... */
1333 if (op->path_denied & PATH_LIGHT) 1248 if (op->path_denied & PATH_LIGHT)
1334 return 0; 1249 return 0;
1335 1250
1336 tmp = get_archetype (FORCE_NAME); 1251 object *tmp = get_archetype (FORCE_NAME);
1337 tmp->speed = 0.01; 1252 tmp->speed = 0.01;
1338 tmp->stats.food = time; 1253 tmp->stats.food = time;
1339 SET_FLAG (tmp, FLAG_IS_USED_UP); 1254 SET_FLAG (tmp, FLAG_IS_USED_UP);
1340 tmp->glow_radius = radius; 1255 tmp->glow_radius = radius;
1341 if (tmp->glow_radius > MAX_LIGHT_RADII) 1256 if (tmp->glow_radius > MAX_LIGHT_RADII)
1342 tmp->glow_radius = MAX_LIGHT_RADII; 1257 tmp->glow_radius = MAX_LIGHT_RADII;
1343 1258
1344 tmp->x = op->x;
1345 tmp->y = op->y;
1346 if (tmp->speed < MIN_ACTIVE_SPEED)
1347 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1348 tmp = insert_ob_in_ob (tmp, op); 1259 tmp = insert_ob_in_ob (tmp, op);
1260
1349 if (tmp->glow_radius > op->glow_radius) 1261 if (tmp->glow_radius > op->glow_radius)
1350 op->glow_radius = tmp->glow_radius; 1262 op->glow_radius = tmp->glow_radius;
1351 1263
1352 if (!tmp->env || op != tmp->env)
1353 {
1354 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1355 return 0;
1356 }
1357 return 1; 1264 return 1;
1358} 1265}
1359
1360
1361
1362 1266
1363int 1267int
1364cast_destruction (object *op, object *caster, object *spell_ob) 1268cast_destruction (object *op, object *caster, object *spell_ob)
1365{ 1269{
1366 int i, j, range, mflags, friendly = 0, dam, dur; 1270 int i, j, range, mflags, friendly = 0, dam, dur;
1387 else if (caster->skill) 1291 else if (caster->skill)
1388 op->skill = caster->skill; 1292 op->skill = caster->skill;
1389 else 1293 else
1390 op->skill = NULL; 1294 op->skill = NULL;
1391 1295
1392 change_skill (op, find_skill_by_name (op, op->skill), 1); 1296 op->change_skill (find_skill_by_name (op, op->skill));
1393 1297
1394 for (i = -range; i < range; i++) 1298 for (i = -range; i <= range; i++)
1395 { 1299 {
1396 for (j = -range; j < range; j++) 1300 for (j = -range; j <= range; j++)
1397 { 1301 {
1398 m = op->map; 1302 m = op->map;
1399 sx = op->x + i; 1303 sx = op->x + i;
1400 sy = op->y + j; 1304 sy = op->y + j;
1305
1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1306 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1402 if (mflags & P_OUT_OF_MAP) 1307 if (mflags & P_OUT_OF_MAP)
1403 continue; 1308 continue;
1309
1404 if (mflags & P_IS_ALIVE) 1310 if (mflags & P_IS_ALIVE)
1405 { 1311 {
1406 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1312 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1407 {
1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1313 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1409 break; 1314 break;
1410 } 1315
1411 if (tmp) 1316 if (tmp)
1412 { 1317 {
1413 if (tmp->head) 1318 if (tmp->head)
1414 tmp = tmp->head; 1319 tmp = tmp->head;
1415 1320
1417 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1418 { 1323 {
1419 if (spell_ob->subtype == SP_DESTRUCTION) 1324 if (spell_ob->subtype == SP_DESTRUCTION)
1420 { 1325 {
1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327
1422 if (spell_ob->other_arch) 1328 if (spell_ob->other_arch)
1423 {
1424 tmp = arch_to_object (spell_ob->other_arch); 1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1425 tmp->x = sx;
1426 tmp->y = sy;
1427 insert_ob_in_map (tmp, m, op, 0);
1428 }
1429 } 1330 }
1430 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1331 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1431 { 1332 {
1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1333 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1434 object *effect = arch_to_object (spell_ob->other_arch); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1435
1436 effect->x = sx;
1437 effect->y = sy;
1438 insert_ob_in_map (effect, m, op, 0);
1439 }
1440 } 1335 }
1441 } 1336 }
1442 } 1337 }
1443 } 1338 }
1444 } 1339 }
1445 } 1340 }
1341
1446 op->skill = skill; 1342 op->skill = skill;
1447 return 1; 1343 return 1;
1448} 1344}
1449 1345
1450/*************************************************************************** 1346/***************************************************************************
1464 { 1360 {
1465 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1361 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1466 return 0; 1362 return 0;
1467 } 1363 }
1468 1364
1365 tmp = tmp->head_ ();
1366
1469 /* If we've already got a force of this type, don't add a new one. */ 1367 /* If we've already got a force of this type, don't add a new one. */
1470 for (force = tmp->inv; force != NULL; force = force->below) 1368 for (force = tmp->inv; force; force = force->below)
1471 { 1369 {
1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1370 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 { 1371 {
1474 if (force->name == spell_ob->name) 1372 if (force->name == spell_ob->name)
1475 { 1373 {
1481 return 0; 1379 return 0;
1482 } 1380 }
1483 } 1381 }
1484 } 1382 }
1485 1383
1486 if (force == NULL) 1384 if (!force)
1487 { 1385 {
1488 force = get_archetype (FORCE_NAME); 1386 force = get_archetype (FORCE_NAME);
1489 force->subtype = FORCE_CHANGE_ABILITY; 1387 force->subtype = FORCE_CHANGE_ABILITY;
1388
1490 if (spell_ob->race) 1389 if (spell_ob->race)
1491 force->name = spell_ob->race; 1390 force->name = spell_ob->race;
1492 else 1391 else
1493 force->name = spell_ob->name; 1392 force->name = spell_ob->name;
1494 1393
1504 { 1403 {
1505 force->duration = duration; 1404 force->duration = duration;
1506 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1507 } 1406 }
1508 else 1407 else
1509 {
1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1408 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1511 } 1409
1512 return 1; 1410 return 1;
1513 } 1411 }
1412
1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1413 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1515 force->speed = 1.0; 1414 force->speed = 1.f;
1516 force->speed_left = -1.0; 1415 force->speed_left = -1.f;
1517 SET_FLAG (force, FLAG_APPLIED); 1416 SET_FLAG (force, FLAG_APPLIED);
1518 1417
1519 if (god) 1418 if (god)
1520 { 1419 {
1521 if (spell_ob->last_grace) 1420 if (spell_ob->last_grace)
1534 force->stats.ac = spell_ob->stats.ac; 1433 force->stats.ac = spell_ob->stats.ac;
1535 force->stats.wc = spell_ob->stats.wc; 1434 force->stats.wc = spell_ob->stats.wc;
1536 1435
1537 change_abil (tmp, force); /* Mostly to display any messages */ 1436 change_abil (tmp, force); /* Mostly to display any messages */
1538 insert_ob_in_ob (force, tmp); 1437 insert_ob_in_ob (force, tmp);
1539 fix_player (tmp); 1438 tmp->update_stats ();
1540 return 1; 1439 return 1;
1541 1440
1542} 1441}
1543
1544 1442
1545/********************************************************************** 1443/**********************************************************************
1546 * mood change 1444 * mood change
1547 * Arguably, this may or may not be an attack spell. But since it 1445 * Arguably, this may or may not be an attack spell. But since it
1548 * effects monsters, it seems best to put it into this file 1446 * effects monsters, it seems best to put it into this file
1562 1460
1563 /* We precompute some values here so that we don't have to keep 1461 /* We precompute some values here so that we don't have to keep
1564 * doing it over and over again. 1462 * doing it over and over again.
1565 */ 1463 */
1566 god = find_god (determine_god (op)); 1464 god = find_god (determine_god (op));
1567 level = caster_level (caster, spell); 1465 level = casting_level (caster, spell);
1568 range = spell->range + SP_level_range_adjust (caster, spell); 1466 range = spell->range + SP_level_range_adjust (caster, spell);
1569 1467
1570 /* On the bright side, no monster should ever have a race of GOD_... 1468 /* On the bright side, no monster should ever have a race of GOD_...
1571 * so even if the player doesn't worship a god, if race=GOD_.., it 1469 * so even if the player doesn't worship a god, if race=GOD_.., it
1572 * won't ever match anything. 1470 * won't ever match anything.
1578 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1476 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1579 race = god->race; 1477 race = god->race;
1580 else 1478 else
1581 race = spell->race; 1479 race = spell->race;
1582 1480
1583
1584 for (x = op->x - range; x <= op->x + range; x++) 1481 for (x = op->x - range; x <= op->x + range; x++)
1585 for (y = op->y - range; y <= op->y + range; y++) 1482 for (y = op->y - range; y <= op->y + range; y++)
1586 { 1483 {
1587
1588 done_one = 0; 1484 done_one = 0;
1589 m = op->map; 1485 m = op->map;
1590 nx = x; 1486 nx = x;
1591 ny = y; 1487 ny = y;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1488 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 1491
1596 /* If there is nothing living on this space, no need to go further */ 1492 /* If there is nothing living on this space, no need to go further */
1597 if (!(mflags & P_IS_ALIVE)) 1493 if (!(mflags & P_IS_ALIVE))
1598 continue; 1494 continue;
1599 1495
1496 // players can only affect spaces that they can actually see
1497 if (caster && caster->contr
1498 && caster->contr->visibility_at (m, nx, ny) < 70)
1499 continue;
1500
1600 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1501 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1601 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1502 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break; 1503 break;
1603 1504
1604 /* There can be living objects that are not monsters */ 1505 /* There can be living objects that are not monsters */
1605 if (!tmp || tmp->type == PLAYER) 1506 if (!tmp || tmp->type == PLAYER)
1612 head = tmp; 1513 head = tmp;
1613 1514
1614 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1515 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1615 if (race && head->race && !strstr (race, head->race)) 1516 if (race && head->race && !strstr (race, head->race))
1616 continue; 1517 continue;
1518
1617 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1519 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1618 continue; 1520 continue;
1619 1521
1620 /* Now do a bunch of stuff related to saving throws */ 1522 /* Now do a bunch of stuff related to saving throws */
1621 best_at = -1; 1523 best_at = -1;
1638 at -= level / 5; 1540 at -= level / 5;
1639 if (did_make_save (head, head->level, at)) 1541 if (did_make_save (head, head->level, at))
1640 continue; 1542 continue;
1641 } 1543 }
1642 else /* spell->attacktype */ 1544 else /* spell->attacktype */
1643 /*
1644 Spell has no attacktype (charm & such), so we'll have a specific saving:
1645 * if spell level < monster level, no go
1646 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1647
1648 The chance will then be in the range [20-70] percent, not too bad.
1649
1650 This is required to fix the 'charm monster' abuse, where a player level 1 can
1651 charm a level 125 monster...
1652
1653 Ryo, august 14th
1654 */
1655 { 1545 {
1546 /*
1547 Spell has no attacktype (charm & such), so we'll have a specific saving:
1548 * if spell level < monster level, no go
1549 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1550
1551 The chance will then be in the range [20-70] percent, not too bad.
1552
1553 This is required to fix the 'charm monster' abuse, where a player level 1 can
1554 charm a level 125 monster...
1555
1556 Ryo, august 14th
1557 */
1656 if (head->level > level) 1558 if (head->level > level)
1657 continue; 1559 continue;
1560
1658 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1561 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1659 /* Failed, no effect */ 1562 /* Failed, no effect */
1660 continue; 1563 continue;
1661 } 1564 }
1662 1565
1663 /* Done with saving throw. Now start effecting the monster */ 1566 /* Done with saving throw. Now start affecting the monster */
1664 1567
1665 /* aggravation */ 1568 /* aggravation */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1569 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 { 1570 {
1668 CLEAR_FLAG (head, FLAG_SLEEP); 1571 CLEAR_FLAG (head, FLAG_SLEEP);
1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1670 remove_friendly_object (head); 1572 remove_friendly_object (head);
1671
1672 done_one = 1; 1573 done_one = 1;
1673 head->enemy = op; 1574 head->enemy = op;
1674 } 1575 }
1675 1576
1676 /* calm monsters */ 1577 /* calm monsters */
1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1586 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 { 1587 {
1687 SET_FLAG (head, FLAG_BERSERK); 1588 SET_FLAG (head, FLAG_BERSERK);
1688 done_one = 1; 1589 done_one = 1;
1689 } 1590 }
1591
1690 /* charm */ 1592 /* charm */
1691 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1593 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1692 { 1594 {
1693 SET_FLAG (head, FLAG_FRIENDLY); 1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596
1694 /* Prevent uncontolled outbreaks of self replicating monsters. 1597 /* Prevent uncontrolled outbreaks of self replicating monsters.
1695 Typical use case is charm, go somwhere, use aggravation to make hostile. 1598 Typical use case is charm, go somwhere, use aggravation to make hostile.
1696 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1599 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1697 CLEAR_FLAG (head, FLAG_GENERATOR); 1600 CLEAR_FLAG (head, FLAG_GENERATOR);
1698 set_owner (head, op); 1601 head->set_owner (op);
1699 set_spell_skill (op, caster, spell, head); 1602 set_spell_skill (op, caster, spell, head);
1700 add_friendly_object (head); 1603 add_friendly_object (head);
1701 head->attack_movement = PETMOVE; 1604 head->attack_movement = PETMOVE;
1702 done_one = 1; 1605 done_one = 1;
1703 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1606 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1704 head->stats.exp = 0; 1607 head->stats.exp = 0;
1705 } 1608 }
1706 1609
1707 /* If a monster was effected, put an effect in */ 1610 /* If a monster was effected, put an effect in */
1708 if (done_one && spell->other_arch) 1611 if (done_one && spell->other_arch)
1709 {
1710 tmp = arch_to_object (spell->other_arch); 1612 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1711 tmp->x = nx;
1712 tmp->y = ny;
1713 insert_ob_in_map (tmp, m, op, 0);
1714 }
1715 } /* for y */ 1613 } /* for y */
1716 1614
1717 return 1; 1615 return 1;
1718} 1616}
1719 1617
1722 * about. was called move_ball_lightning, but since more than the ball 1620 * about. was called move_ball_lightning, but since more than the ball
1723 * lightning spell used it, that seemed misnamed. 1621 * lightning spell used it, that seemed misnamed.
1724 * op is the spell effect. 1622 * op is the spell effect.
1725 * note that duration is handled by process_object() in time.c 1623 * note that duration is handled by process_object() in time.c
1726 */ 1624 */
1727
1728void 1625void
1729move_ball_spell (object *op) 1626move_ball_spell (object *op)
1730{ 1627{
1731 int i, j, dam_save, dir, mflags; 1628 int i, j, dam_save, dir, mflags;
1732 sint16 nx, ny, hx, hy; 1629 sint16 nx, ny, hx, hy;
1733 object *owner; 1630 object *owner;
1734 maptile *m; 1631 maptile *m;
1735 1632
1736 owner = get_owner (op); 1633 owner = op->owner;
1737 1634
1738 /* the following logic makes sure that the ball doesn't move into a wall, 1635 /* the following logic makes sure that the ball doesn't move into a wall,
1739 * and makes sure that it will move along a wall to try and get at it's 1636 * and makes sure that it will move along a wall to try and get at it's
1740 * victim. The block immediately below more or less chooses a random 1637 * victim. The block immediately below more or less chooses a random
1741 * offset to move the ball, eg, keep it mostly on course, with some 1638 * offset to move the ball, eg, keep it mostly on course, with some
1770 nx = op->x; 1667 nx = op->x;
1771 ny = op->y; 1668 ny = op->y;
1772 m = op->map; 1669 m = op->map;
1773 } 1670 }
1774 1671
1775 op->remove (); 1672 m->insert (op, nx, ny, op);
1776 op->y = ny;
1777 op->x = nx;
1778 insert_ob_in_map (op, m, op, 0);
1779 1673
1780 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1674 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1781 surrounding squares */ 1675 surrounding squares */
1782 1676
1783 /* loop over current square and neighbors to hit. 1677 /* loop over current square and neighbors to hit.
1784 * if this has an other_arch field, we insert that in 1678 * if this has an other_arch field, we insert that in
1785 * the surround spaces. 1679 * the surround spaces.
1786 */ 1680 */
1787 for (j = 0; j < 9; j++) 1681 for (j = 0; j < 9; j++)
1788 { 1682 {
1789 object *new_ob;
1790
1791 hx = nx + freearr_x[j]; 1683 hx = nx + freearr_x[j];
1792 hy = ny + freearr_y[j]; 1684 hy = ny + freearr_y[j];
1793 1685
1794 m = op->map; 1686 m = op->map;
1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1687 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1803 1695
1804 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1696 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1805 { 1697 {
1806 if (j) 1698 if (j)
1807 op->stats.dam = dam_save / 2; 1699 op->stats.dam = dam_save / 2;
1700
1808 hit_map (op, j, op->attacktype, 1); 1701 hit_map (op, j, op->attacktype, 1);
1809
1810 } 1702 }
1811 1703
1812 /* insert the other arch */ 1704 /* insert the other arch */
1813 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1705 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1814 { 1706 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1815 new_ob = arch_to_object (op->other_arch);
1816 new_ob->x = hx;
1817 new_ob->y = hy;
1818 insert_ob_in_map (new_ob, m, op, 0);
1819 }
1820 } 1707 }
1821 1708
1822 /* restore to the center location and damage */ 1709 /* restore to the center location and damage */
1823 op->stats.dam = dam_save; 1710 op->stats.dam = dam_save;
1824 1711
1825 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1712 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1826 1713
1827 if (i >= 0) 1714 if (i >= 0)
1828 { /* we have a preferred direction! */ 1715 { /* we have a preferred direction! */
1829 /* pick another direction if the preferred dir is blocked. */ 1716 /* pick another direction if the preferred dir is blocked. */
1830 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1717 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1831 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1718 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1832 {
1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1719 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1834 } 1720
1835 op->direction = i; 1721 op->direction = i;
1836 } 1722 }
1837} 1723}
1838 1724
1839
1840/* move_swarm_spell: peterm 1725/* move_swarm_spell: peterm
1841 * This is an implementation of the swarm spell. It was written for 1726 * This is an implementation of the swarm spell. It was written for
1842 * meteor swarm, but it could be used for any swarm. A swarm spell 1727 * meteor swarm, but it could be used for any swarm. A swarm spell
1843 * is a special type of object that casts swarms of other types 1728 * is a special type of object that casts swarms of other types
1844 * of spells. Which spell it casts is flexible. It fires the spells 1729 * of spells. Which spell it casts is flexible. It fires the spells
1845 * from a set of squares surrounding the caster, in a given direction. 1730 * from a set of squares surrounding the caster, in a given direction.
1846 */ 1731 */
1847
1848void 1732void
1849move_swarm_spell (object *op) 1733move_swarm_spell (object *op)
1850{ 1734{
1851#if 0 1735#if 0
1852 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1736 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1853 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1737 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1854 sint16 target_x, target_y, origin_x, origin_y; 1738 sint16 target_x, target_y, origin_x, origin_y;
1855 int adjustdir; 1739 int adjustdir;
1856 maptile *m; 1740 maptile *m;
1857#endif 1741#endif
1858 int basedir;
1859 object *owner; 1742 object *owner = op->env;
1860 1743
1861 owner = get_owner (op); 1744 if (!owner) // MUST not happen, remove when true TODO
1862 if (op->duration == 0 || owner == NULL)
1863 { 1745 {
1746 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1864 op->destroy (); 1747 op->destroy ();
1865 return; 1748 return;
1866 } 1749 }
1867 1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->drop_and_destroy ();
1754 return;
1755 }
1756
1868 op->duration--; 1757 op->duration--;
1869 1758
1870 basedir = op->direction; 1759 int basedir = op->direction;
1871 if (basedir == 0) 1760 if (!basedir)
1872 { 1761 {
1873 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1874 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1875 } 1765 }
1876 1766
1877#if 0 1767#if 0
1878 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1879 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1880 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1881 // space. 1771 // space.
1882 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1883 // (schmorp) 1773 // (schmorp)
1884 1774
1885 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1886 * more uniform 1776 * more uniform
1887 */ 1777 */
1940 { 1830 {
1941 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1942 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1943 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1944 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1945 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1946 } 1836 }
1947} 1837}
1948
1949
1950
1951 1838
1952/* fire_swarm: 1839/* fire_swarm:
1953 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1954 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1955 * the parts of the swarm. 1842 * the parts of the swarm.
1958 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1959 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1960 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1961 * n: the number to be fired. 1848 * n: the number to be fired.
1962 */ 1849 */
1963
1964int 1850int
1965fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1966{ 1852{
1967 object *tmp;
1968 int i;
1969
1970 if (!spell->other_arch) 1853 if (!spell->other_arch)
1971 return 0; 1854 return 0;
1972 1855
1973 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1974 tmp->x = op->x; 1857
1975 tmp->y = op->y;
1976 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1977 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1978
1979 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1980 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1981
1982 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1983 1862
1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1986 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1987 return 1; 1865 return 1;
1988 } 1866
1989 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1990 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1992 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1993 tmp->direction = dir; 1873 tmp->direction = dir;
1994 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1995 insert_ob_in_map (tmp, op->map, op, 0); 1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
1996 return 1; 1879 return 1;
1997} 1880}
1998
1999 1881
2000/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
2001 * function. 1883 * function.
2002 */ 1884 */
2003int 1885int
2028 return 0; 1910 return 0;
2029 } 1911 }
2030 1912
2031 if (mflags & P_IS_ALIVE && spell->attacktype) 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 { 1914 {
2033 for (target = get_map_ob (m, x, y); target; target = target->above) 1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2034 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 { 1917 {
2036 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
2037 if (target->head) 1919 if (target->head)
2038 target = target->head; 1920 target = target->head;
1921
2039 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
2040 return 1; /* one success only! */ 1923 return 1; /* one success only! */
2041 } 1924 }
2042 } 1925 }
2043 1926
2044 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2060 { 1943 {
2061 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2062 if (tmp->glow_radius > MAX_LIGHT_RADII) 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
2063 tmp->glow_radius = MAX_LIGHT_RADII; 1946 tmp->glow_radius = MAX_LIGHT_RADII;
2064 } 1947 }
2065 tmp->x = x; 1948
2066 tmp->y = y; 1949 m->insert (tmp, x, y, op);
2067 insert_ob_in_map (tmp, m, op, 0);
2068 return 1; 1950 return 1;
2069} 1951}
2070
2071
2072
2073 1952
2074/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2075 * player and infects someone. 1954 * player and infects someone.
2076 * op is the player/monster, caster is the object, dir is the direction 1955 * op is the player/monster, caster is the object, dir is the direction
2077 * to cast, disease_arch is the specific disease, and type is the spell number 1956 * to cast, disease_arch is the specific disease, and type is the spell number
2078 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2079 */ 1958 */
2080
2081int 1959int
2082cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{ 1961{
2084 sint16 x, y; 1962 sint16 x, y;
2085 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2092 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
2093 * direction the player is pointing. 1971 * direction the player is pointing.
2094 */ 1972 */
2095 if (!dir) 1973 if (!dir)
2096 dir = op->facing; 1974 dir = op->facing;
1975
2097 if (!dir) 1976 if (!dir)
2098 return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
2099 1978
2100 /* Calculate these once here */ 1979 /* Calculate these once here */
2101 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2120 1999
2121 /* Only bother looking on this space if there is something living here */ 2000 /* Only bother looking on this space if there is something living here */
2122 if (mflags & P_IS_ALIVE) 2001 if (mflags & P_IS_ALIVE)
2123 { 2002 {
2124 /* search this square for a victim */ 2003 /* search this square for a victim */
2125 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2004 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2126 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2127 { /* found a victim */ 2006 { /* found a victim */
2128 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2129 2008
2130 set_owner (disease, op); 2009 disease->set_owner (op);
2131 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2132 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2133 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2134 2013
2135 /* do level adjustments */ 2014 /* do level adjustments */
2136 if (disease->stats.wc) 2015 if (disease->stats.wc)
2137 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2138 2017
2139 if (disease->magic > 0) 2018 if (disease->magic > 0)
2140 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2141 2020
2142 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2143 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2144 2023
2145 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2180 if (disease->stats.sp) 2059 if (disease->stats.sp)
2181 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
2182 2061
2183 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2184 { 2063 {
2185 object *flash; /* visual effect for inflicting disease */
2186
2187 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2188 2065
2189 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (); /* don't need this one anymore */
2190 flash = get_archetype (ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2191 flash->x = x;
2192 flash->y = y;
2193 flash->map = walk->map;
2194 insert_ob_in_map (flash, walk->map, op, 0);
2195 return 1; 2068 return 1;
2196 } 2069 }
2197 2070
2198 disease->destroy (); 2071 disease->destroy ();
2199 } 2072 }
2200 } /* if living creature */ 2073 } /* if living creature */
2201 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2203 return 1; 2077 return 1;
2204} 2078}

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